: I realize that a lot of Riot's decisions regarding the game can often undergo serious backlash (just like the HUD update), and I emphasize with Rioters about all the negative backlash they receive for things they possibly spent a lot of time on. I am typically one who applauds Riot for their successes, rather than shame them for failures. I have enjoyed the other reworks they have put out over the past year or two (My favorite possibly being Xerath's). The only last time I was seriously disappointed in Riot, coincidentally, was with their first iteration of Skarner's rework (the one prior to the addition of his stun). I regret to say this Skarner rework may possibly be a much bigger disappointment in my eyes. As a long standing Skarner main, it seems like Riot did not concern themselves with maintaining Skarner's identity. In my eyes, Skarner has always been about sticking to an enemy champions, dealing sustained damage in fights, as well as using his ultimate to pick off champions on the enemy team in skirmishes and sometimes teamfights. Skarner has always thrived in skirmishes much more than he does in teamfights, which is most likely why he has not seen competitive play (Organized teams who stick together have always made it difficult for Skarner to do his job). It seems like whoever was behind this rework really liked the idea of adding this new passive to Skarner, that they completely gutting him outside of the zones trying to balance him. His Q feels super sluggish and unresponsive in the jungle (due to the nerf to his Q passive against monsters and the removal of the attack speed/movement speed bonuses), and as a result, his first clear took a significant hit. Prior to this rework, Skarner could solo clear Gromp, Blue buff, then Red buff, and come out at around 75% health or more. Now, Skarner emerges from this route with ~20% health, making it unwise to try and gank after. Additionally, Skarner lost all his stickyness with the removal of his Q bonus movement speed and with the nerf to his base movement speed. Skarner is going to have a MUCH bigger issue with kiting, and its going to make it make him feel much more useless. Skarner's high movement speed has always been something very fun and unique to his kit after the removal of his Q permaslow, and I'm quite sad its being cut. Lastly, while the new passive definitely makes you feel strong within its zones, it leaves you feeling VERY weak outside of its zones. I personally find this passive to be very gimmicky and not viable. It seems like rarely will you ever fight in these zones, as it is very easy for teams to step outside its confines are return you to your sluggish and weak state. Ultimately, I am unsure as to what this rework hopes to accomplish, as it will leave Skarner in a significantly worse place that where he currently is. I'm sure I am not alone when I ask you to please refrain from taking this rework to live servers. I'd rather you keep Skarner how he is on live and have you call off all plans to rework Skarner, but I know the odds of that are very low. So instead Riot, I ask you to revise your current approach to Skarner and possibly come up with a new rework altogether, as this one seems to be such a misfit in regards to keeping Skarner as Skarner. Thank you to all of those who read this comment.
I agree wholeheartedly, and after playing him a bunch and figuring out optimal builds, my biggest gripes with this change are with the philosophy behind it and the polarizing feelings you get playing the champion. The biggest thing I've taken from this thread from the designers is they want him to be " best-in-class neutral objective control" but I would argue that this change does not satisfy this objective, if I am interpreting their meaning of the word "control" correctly. Do the shrines make him very good at taking neutral objectives? "Yes" Is he better at controlling the terms of the engagement if the opposing team wishes to contest? "No" The shrines do not give him the ability to secure the objectives if they are being contested and taking his ability to skirmish outside of these zones so that he can become a psuedo control jungler only further robs him of identity. So much of his power budget is in the immense power these shrines give him but it makes his play incredibly binary. The best way to make use of Skarner's new strengths requires the coordinated efforts of your team mates but the lack of flexibility in his kit dissuades people from picking him for teams. Nunu offers better neutral buff control and Udyr has the fast objective clear times and the stun bot utility and neither is hard capped by the purchase of QSS. And while he gains some teamfight reliability with his e stun he can hardly be called a "threat" the loss of a potential 48% AS cuts out a ton of his damage. But outside of this, many of the changes are welcomed wholeheartedly. My only other gripe is that too much of the budget has been allocated to the shrines so that using them feels great but as soon as you leave its akin to hitting a brick wall. The shrines create too deep a trough of power when you arent using them. And if he is going to just have low natural MS why does his W MS boost still need to ramp up? Ganking feels so underwhelming, if you miss the e the gank fails, and people just out run you once they use their escape.
: PBE Bugs & Feedback Thread: Dunkmaster Darius
The skin is amazing but I did have some trouble with some of the animations especially the ult. Its not a regular occurrence but the animation seems to get cut off if used too quickly after another ability and it results in Darius beginning the dunk and you see the opposing champion die but he doesn't complete the animation and continues walking. It might just be a local issue with my system but I will attempt to replicate once the PBE is live and has quited down some.
: {Champion Feedback} Lucian Mini-Rework
Thanks Riot! I am readily awaiting Lucian's changes on the rift in 4.12
: [Lucian] Ranges depicted
This is because of the nature of how ranges of autos and abilities differ, AA ranges are calculated from edge of the hitbox of the champion to the target's hitbox edge and abilities are calculated from the center of the hitboxes of the caster and the target. So there's usually a visual difference of about 100 units on the range indicators but they still have the same range (From the [Wiki](http://leagueoflegends.wikia.com/wiki/Range))
Rioter Comments
: Bug? - Bot enemy "stuck" in base
Bots assess strength of champions and when you are clearly much stronger than them they wont fight unless they feel like they could deal with you or unless they have 5 members
: Well, now the patch went live. Without a word to the PBE "Feedback" forum, Riot went straight with their original recipe and IGNORED us. Why do we even try, when we get treated like we are a nuisance.
I doubt its them ignoring us, this was probably an internal argument during balancing and they feel like they have already addressed it even if the masses disagree with them.
Rioter Comments
: Let's talk about Lee Sin retune
I can't say without testing it but his iteration of Lee's re tuning seems "gimmicky". With most of his power shifted into his passive and his ult only doing real damage if he kicks opponents into their teammates these changes don't seem to synergize with the way most people play Lee. From what I can tell this kit incentivizes just peeling for his team to try and get max ult damage and cleaning up fights afterwards or split pushing, which is fine but it doesn't seem to solve either problem it just changes the way to efficiently play lee sin and not adjusting the current style, but again we wont be sure until we test it.

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